mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
224 lines
7.0 KiB
C++
224 lines
7.0 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/SkeletonBounds.h>
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#include <spine/Skeleton.h>
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#include <spine/Bone.h>
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#include <spine/BoundingBoxAttachment.h>
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#include <spine/Slot.h>
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#include <float.h>
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using namespace spine;
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SkeletonBounds::SkeletonBounds() : _minX(0), _minY(0), _maxX(0), _maxY(0) {
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}
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void SkeletonBounds::update(Skeleton &skeleton, bool updateAabb) {
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Vector<Slot *> &slots = skeleton._slots;
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size_t slotCount = slots.size();
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_boundingBoxes.clear();
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for (size_t i = 0, n = _polygons.size(); i < n; ++i) {
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_polygonPool.add(_polygons[i]);
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}
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_polygons.clear();
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for (size_t i = 0; i < slotCount; i++) {
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Slot *slot = slots[i];
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if (!slot->getBone().isActive()) continue;
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Attachment *attachment = slot->getAttachment();
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if (attachment == NULL || !attachment->getRTTI().instanceOf(BoundingBoxAttachment::rtti)) continue;
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BoundingBoxAttachment *boundingBox = static_cast<BoundingBoxAttachment *>(attachment);
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_boundingBoxes.add(boundingBox);
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spine::Polygon *polygonP = NULL;
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size_t poolCount = _polygonPool.size();
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if (poolCount > 0) {
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polygonP = _polygonPool[poolCount - 1];
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_polygonPool.removeAt(poolCount - 1);
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} else
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polygonP = new(__FILE__, __LINE__) Polygon();
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_polygons.add(polygonP);
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Polygon &polygon = *polygonP;
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size_t count = boundingBox->getWorldVerticesLength();
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polygon._count = count;
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if (polygon._vertices.size() < count) {
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polygon._vertices.setSize(count, 0);
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}
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boundingBox->computeWorldVertices(*slot, polygon._vertices);
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}
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if (updateAabb)
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aabbCompute();
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else {
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_minX = FLT_MIN;
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_minY = FLT_MIN;
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_maxX = FLT_MAX;
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_maxY = FLT_MAX;
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}
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}
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bool SkeletonBounds::aabbcontainsPoint(float x, float y) {
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return x >= _minX && x <= _maxX && y >= _minY && y <= _maxY;
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}
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bool SkeletonBounds::aabbintersectsSegment(float x1, float y1, float x2, float y2) {
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float minX = _minX;
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float minY = _minY;
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float maxX = _maxX;
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float maxY = _maxY;
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if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) ||
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(y1 >= maxY && y2 >= maxY)) {
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return false;
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}
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float m = (y2 - y1) / (x2 - x1);
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float y = m * (minX - x1) + y1;
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if (y > minY && y < maxY) return true;
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y = m * (maxX - x1) + y1;
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if (y > minY && y < maxY) return true;
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float x = (minY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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x = (maxY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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return false;
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}
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bool SkeletonBounds::aabbIntersectsSkeleton(SkeletonBounds bounds) {
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return _minX < bounds._maxX && _maxX > bounds._minX && _minY < bounds._maxY && _maxY > bounds._minY;
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}
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bool SkeletonBounds::containsPoint(spine::Polygon *polygon, float x, float y) {
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Vector<float> &vertices = polygon->_vertices;
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int nn = polygon->_count;
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int prevIndex = nn - 2;
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bool inside = false;
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for (int ii = 0; ii < nn; ii += 2) {
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float vertexY = vertices[ii + 1];
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float prevY = vertices[prevIndex + 1];
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if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
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float vertexX = vertices[ii];
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if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) {
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inside = !inside;
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}
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}
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prevIndex = ii;
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}
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return inside;
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}
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BoundingBoxAttachment *SkeletonBounds::containsPoint(float x, float y) {
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for (size_t i = 0, n = _polygons.size(); i < n; ++i)
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if (containsPoint(_polygons[i], x, y)) return _boundingBoxes[i];
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return NULL;
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}
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BoundingBoxAttachment *SkeletonBounds::intersectsSegment(float x1, float y1, float x2, float y2) {
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for (size_t i = 0, n = _polygons.size(); i < n; ++i)
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if (intersectsSegment(_polygons[i], x1, y1, x2, y2)) return _boundingBoxes[i];
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return NULL;
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}
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bool SkeletonBounds::intersectsSegment(spine::Polygon *polygon, float x1, float y1, float x2, float y2) {
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Vector<float> &vertices = polygon->_vertices;
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size_t nn = polygon->_count;
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float width12 = x1 - x2, height12 = y1 - y2;
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float det1 = x1 * y2 - y1 * x2;
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float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
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for (size_t ii = 0; ii < nn; ii += 2) {
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float x4 = vertices[ii], y4 = vertices[ii + 1];
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float det2 = x3 * y4 - y3 * x4;
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float width34 = x3 - x4, height34 = y3 - y4;
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float det3 = width12 * height34 - height12 * width34;
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float x = (det1 * width34 - width12 * det2) / det3;
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if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
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float y = (det1 * height34 - height12 * det2) / det3;
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if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) {
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return true;
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}
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}
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x3 = x4;
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y3 = y4;
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}
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return false;
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}
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spine::Polygon *SkeletonBounds::getPolygon(BoundingBoxAttachment *attachment) {
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int index = _boundingBoxes.indexOf(attachment);
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return index == -1 ? NULL : _polygons[index];
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}
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float SkeletonBounds::getWidth() {
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return _maxX - _minX;
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}
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float SkeletonBounds::getHeight() {
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return _maxY - _minY;
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}
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void SkeletonBounds::aabbCompute() {
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float minX = FLT_MIN;
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float minY = FLT_MIN;
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float maxX = FLT_MAX;
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float maxY = FLT_MAX;
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for (size_t i = 0, n = _polygons.size(); i < n; ++i) {
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spine::Polygon *polygon = _polygons[i];
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Vector<float> &vertices = polygon->_vertices;
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for (int ii = 0, nn = polygon->_count; ii < nn; ii += 2) {
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float x = vertices[ii];
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float y = vertices[ii + 1];
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minX = MathUtil::min(minX, x);
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minY = MathUtil::min(minY, y);
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maxX = MathUtil::max(maxX, x);
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maxY = MathUtil::max(maxY, y);
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}
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}
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_minX = minX;
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_minY = minY;
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_maxX = maxX;
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_maxY = maxY;
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}
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